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- Shader "NatureManufacture Shaders/Grass/Advanced Grass Standard"
- {
- Properties
- {
- _Cutoff( "Mask Clip Value", Float ) = 0.051
- _HealthyColor("Healthy Color", Color) = (1,1,1,1)
- _DryColor("Dry Color", Color) = (0.875,0.8280551,0.7270221,1)
- _ColorNoiseSpread("Color Noise Spread", Float) = 15
- _MainTex("MainTex", 2D) = "white" {}
- [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
- _BumpScale("BumpScale", Range( 0 , 2)) = 1
- [NoScaleOffset]_AmbientOcclusionG("AO (G) Sm (A)", 2D) = "white" {}
- _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 0
- _Metallic("Metallic", Range( 0 , 1)) = 0
- _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
- _NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
- _InitialBend("Wind Initial Bend", Float) = 1
- _Stiffness("Wind Stiffness", Float) = 1
- _Drag("Wind Drag", Float) = 1
- _ShiverDrag("Wind Shiver Drag", Float) = 0.05
- _ShiverDirectionality("Wind Shiver Directionality", Range( 0 , 1)) = 0.5
- _WindColorInfluence("Wind Color Influence", Vector) = (0,0,0,0)
- _WindColorThreshold("Wind Color Threshold", Range( 0 , 10)) = 1
- _WindNormalInfluence("Wind Normal Influence", Float) = 0
- _CullFarStart("CullFarStart", Range( 0 , 10000)) = 40
- _CullFarDistance("CullFarDistance", Range( 0 , 10000)) = 5
- [Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 1
- [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" }
- Cull Off
- CGPROGRAM
- #include "UnityStandardUtils.cginc"
- #include "UnityShaderVariables.cginc"
- #pragma target 3.0
- #pragma multi_compile_instancing
- #pragma shader_feature _TOUCHREACTACTIVE_ON
- #include "NMWind.cginc"
- #include "NM_indirect.cginc"
- #pragma vertex vert
- #pragma multi_compile GPU_FRUSTUM_ON __
- #pragma instancing_options procedural:setup
- #pragma surface surf Standard keepalpha addshadow fullforwardshadows
- struct Input
- {
- half2 uv_texcoord;
- half ASEVFace : VFACE;
- float3 worldPos;
- float4 vertexColor : COLOR;
- };
- uniform half _BackFaceMirrorNormal;
- uniform half _BumpScale;
- uniform sampler2D _BumpMap;
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform half4 _HealthyColor;
- uniform half4 _DryColor;
- uniform half _ColorNoiseSpread;
- uniform half3 _WindColorInfluence;
- uniform half _WindColorThreshold;
- uniform half _Metallic;
- uniform sampler2D _AmbientOcclusionG;
- uniform half _SmoothnessPower;
- uniform half _AmbientOcclusionPower;
- uniform float _Cutoff = 0.051;
- float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
- float snoise( float2 v )
- {
- const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
- float2 i = floor( v + dot( v, C.yy ) );
- float2 x0 = v - i + dot( i, C.xx );
- float2 i1;
- i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289( i );
- float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
- float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac( p * C.www ) - 1.0;
- float3 h = abs( x ) - 0.5;
- float3 ox = floor( x + 0.5 );
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot( m, g );
- }
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
- half3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
- float3 switchResult436 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
- o.Normal = lerp(tex2DNode4,switchResult436,_BackFaceMirrorNormal);
- float3 ase_worldPos = i.worldPos;
- float2 appendResult427 = (half2(ase_worldPos.x , ase_worldPos.z));
- float simplePerlin2D430 = snoise( ( appendResult427 / _ColorNoiseSpread ) );
- float4 lerpResult432 = lerp( _HealthyColor , _DryColor , simplePerlin2D430);
- half4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
- float clampResult424 = clamp( i.vertexColor.r , 0.0 , 1.0 );
- float3 lerpResult441 = lerp( ( float3( 1,1,1 ) - _WindColorInfluence ) , ( float3( 1,1,1 ) + _WindColorInfluence ) , pow( clampResult424 , _WindColorThreshold ));
- o.Albedo = ( ( lerpResult432 * tex2DNode3 ) * half4( lerpResult441 , 0.0 ) ).rgb;
- o.Metallic = _Metallic;
- half4 tex2DNode98 = tex2D( _AmbientOcclusionG, uv0_MainTex );
- o.Smoothness = ( tex2DNode98.a * _SmoothnessPower );
- float clampResult150 = clamp( tex2DNode98.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
- o.Occlusion = clampResult150;
- o.Alpha = 1;
- //clip( ( ( 1.0 - saturate( ( ( distance( ase_worldPos , _WorldSpaceCameraPos ) - _CullFarStart ) / _CullFarDistance ) ) ) * tex2DNode3.a ) - _Cutoff );
- clip( tex2DNode3.a - _Cutoff );
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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